
Zoom effect Programming cocos2d extensions Product/Marketing repeating background Mobile Box2D Tutorial: Collision filtering | Aurelien Ribon's Dev Blog Hello, Today I want to make a tutorial about collision filtering in the Box2D engine, because it is something that is not that easy to master, and yet it is a very powerful and useful feature. Note: examples and source code are related to the LibGDX (Android) implementation of the Box2D API, but the concepts are the same for any other implementation, only the syntax may differ. There are two ways to deal with collision filtering: by using categories and masks, or by using groups. Illustration example To illustrate collision filtering, let’s take an example: we have three kinds of objects in a simple platformer game: players, monsters, and scenery. We want the following rules: players should not collide with each others, neither do monsters, but players should collide with monsters (and vice-versa). Filter categories and masks Categories and masks are the most powerful way to deal with collision filtering, but also the most complicated for newcomers. Wait, 0×001, 0×002 and 0×004 ? Conclusion
Designs - Facebook, websites e/mobile commerce Testing, QC PM/Wireframe tools 9 GIFs That Explain Responsive Design Brilliantly What is responsive design? Most people vaguely understand that it refers to websites that work just as well on desktops as they do on smartphones, but there's a lot more to it than that, leading to widespread confusion (heck, I'll admit, I've even been known to misuse it myself, even after fellow Co.Design writer John Pavlus called me a dummy for it). But the principles of responsive design aren't that hard to understand, thanks to this amazing collection of animated GIFs put together by the guys Froont, a San Francisco-based company specializing in making tools for designers to create responsive websites. The GIFs below show many of the basic principles of responsive designs, with explaining quotes by Froont co-founder Sandijs Ruluks. Responsive designs fluidly expand, whereas adaptive designs hitch as you expand a browser or viewport. Positioning your designs elements using pixels as X,Y coordinates can cause a site designed for one screen to look weird on another.